We'll see who get's first dibs on submitting Persistent as a main feature of his/her text. I submitted my idea quite a while ago (though still a few days after submission where first being taken, but before persistence cropped up as a topic of conversation here); it was a very
straight-forward card that featured Persistent as an element. I saw my submission as the bread and butter, basic, element of what can be a cycle of "consume me" dilemmas that would in turn get more fancy with their effects but lack the outright reliability offered by Persistent on such a card.
The Guardian wrote:"When this dilemma is placed beneath a mission by another dilemma, your opponent searches his or her dilemma pile for Timescape and Skeleton Crew and places them on top of his or her dilemma stack. Then your opponent shuffles his or her dilemma pile."
I would personnaly hate to see a card like this. In my mind, for mission solving, being able to attempt with smaller teams (through achieving a high average attribute total), and being able to attempt multiple times in a turn (by effiecient use of one's counters) is the very essence
of good deck design. A card like this would seem to punish good design and reward mediocrity. I think it's fine to have cards like Timescape and Skeleton Crew in the game to help keep things balanced (and they do their job well enough against me in my meta), but I think an Ã¼ber-support card like this would swing things too far in the other direction; like I said, apparently rewarding mediocrity and ineffeciency in deck design or at least a play style which fails to make full use of one's turn.
C'est ta faute... mais on t'aime quand mÃªme, AlizÃ©e
Tu m'as pris dÃ¨s le premier "moi."
Moderator: AlizÃ©e America